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4f. It is good strategy to deploy the defoliation markers in a pattern to give the Americans early warning of the Vietnamese locations.
5. Vietnamese Units
5a. The Vietnamese explode everything in their path. When a unit has exploded something it is generated to a random place form zero to three spaces away, down and to the left. The unit continues from there in a straight line.
5b. Remember, since the Vietnamese are invisible and move at a random rate they are sometimes diabolically unpredictable.
5c. The game ends when both Vietnamese companies are destroyed, or both escape off the screen, or a combination of these.
6. Calculation of Points
6a. Americans receive points for destroying NVA units and for successful convoys.
6b. Vietnamese receive points for exploding things, for wrecked convoys, for destroying helicopters, and for escaping off the edge of the screen.
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Њ G ( ь  T ю G Times New Roman Symbol Arial Times New Roman KHE SANH Instructions:
KHE SANH is a game about guerilla warfare in South Vietnam during the Tet offensive in 1968. The elusive North Viernamese and Viet Cong units, unencumbered by the need to defend military bases, could remain hidden in the jungle until the time to attack was right. The American forces, on the other hand, could only conduct an often futile search for the guerillas to hopefully preempt these attacks. This giant lion baiting game ended in 1972 when the American forces withdrew.
In this game the player is given five platoons of troops and four helicopters to search and destroy two companies of North Vietnamese regulars, controlled by the computer. The MVA are invisible. To win the player must accumulate more points than the computer.
1. Setting Up
1a. The player is asked how many weeks he wants to play. Five is the standard number. Every week two new Vietnamese units begin at the edge of the screen.
1b. The screen shows a mapboard with a military base, four roads leading to it, an airbase, and nearby Vietnamese village. The American platoons are shown as A through E. Helicopters don't appear until it is their turn to move (they are given a turn evey random number of platoon turns). The Vietnamese are there also, but they are invisible. They are placed randomly on a random side of the board, and throughout the game will travel straight across to the other side of the screen. They will move every time the American platoons move a random number of times from between eight and thirteen. They do not move during helicopter moves.
1c. The letter of the American unit whose turn it is appears on the screen: that unit is ready to move.
2. Terrain
2a. Every once in a while a truck convoy travels down a road to the base. If the road is clear the convoy is successful. If a part of the road is destroyed the convoy will wreck, giving points to the NVA. Thus it is important to fix the roads as soon as possible (see 4e).
2b. If part of the airbase is destroyed some helicopters will not appear, so fixing this is also important.
2c. The roads, village, airbase, and military base may be blown up by the Vietnamese.
3. American Platoons
3a. The A,B,C letters for the platoons stand for the standard military designations Alpha, Charlie, etc. To move a platoon, press E for north, S for west, D for east, X for south, W for northwest, R for northeast, Z for southwest, or C for southeast. Press space to not move.
3b. When a platoon moves on an NVA unit a machine gun sounds and that NVA unit is destroyed.
3c. Platoons aid in repairing destroyed road and airbase sections.
3d. An NVA unit landing on a platoon will cause it to become invisible.
4. Helicopters
4a. Every once in a while the computer will beep and a helicopter will appear on the airbase. The helicopters are used to destroy NVA units, to defoliate the jungle so that NVA may be spotted, and to repair the roads and the airbase.
4b. To move a helicopter input the coordinates where you want it to go. Do not press enter. The board is 24 spaces vertically and 32 horizontally. The player must imput '0' before one digit coordinates; thus input 0101 for the upper left corner, 0132 for the upper right.
4c. If there is no enemy where the helicopter has gone it defoliates the jungle there and a new helicopter apppears (or it is time for the platoons to move again). NVA moving over a marker will cause it to disappear.
4d. If the helicopter has gone to a place where there are Vietnamese, there is a one in seven chance that it will be shot down. Otherwise, the enemy will be destroyed.
4e. To repair the road or the airbase requires a cooperation of arms. First, a platoon lands on an explosion marker, then moves away, leaving a space. Then a helicoter goes to the space and leaves a defoliation marker. The road or base is then repai ўџ
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